Gameboy Advance News
POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.
Release notes:
A large assortment of polish issues and minor bug fixes. The biggest change will be for GBA users that now have a way to enter their name that doesn’t require a few days of research to understand.
Changes:
Fixed the word-wrap code so you will not see commas at the start of new lines. (Elias Erkamo)
When you die the inventory cursor is reset to the first item so new games will see it in a reasonable starting location. (Colin Pritchard)
When ><0|V| polymorphs your equipped weapon, no longer destroy the weapon if it is polymorph resistant (ie, artifact, unchanging, quest item) (sparrowhawc)
Gifted items now appear BY your feet, rather than skipping the preposition. (Michael Brough)
Stoned characters no longer report a depth of 255 in the character dump. (Michael Brough)
When charging a stack of items, the new charges are split among the items in the stack, meaning there is no longer a significant advantage to charging a stack versus individual items.
KnownItems in the Option menu will give you a list of everything you have identified this game, similar to in Nethack. (conkstah)
Can no longer swap places when either part is submerged or in a pit (Irashtar)
"Prove your worth in my combat arena!" now has sufficient prepositions. (Michael Brough)
"Suits of plate" rather than "Suites of plate". (Zach Firth)
A wand of dig will make a pit in undiggable levels. (Zach Firth)
A bit of spell rebalancing. Sticky flames increased to 10 MP to better reflect its utility. Sunfire significantly boosted as it is supposed to be more overpowered. Create Pit's cost reduced a bit making it a comparable root attack to force bolt.
New spell, Flash, that takes Sticky Flame's spot in the spell pre-req chain. (Irashtar)
Character dumps to .TXT files have line wrap set to 72 columns rather than 30 so posts of winning characters will be better formated.
The input line now has a cursor showing where you are currently typing.
A sad day indeed! The nifty mini-game to enter your name on the GBA has been removed in favour of a mundane and boring on screen keyboard! (Zappa Penguin)
Text input area has been doubled in size to make it easier to type your name without precision stylus placement. (David Hong, Zappa Penguin)
A cursor has been added to the text input to make it clear when space is hit.
Your health and mana is now colour coded if it is not at maximum. Yes, David, I have already added a note that some people may want an option to disable this.
Successfully compiled on a 64bit Linux machine, so hopefully all of my evil pointer casts have been dealt with.
Throwing a -2 mithril chainmail in the air will no longer heal you.
Belweir's library now also has scrolls. (Brog)
Adjusted inventory wrapping again. Horizontal movement will only move which column you are in and no longer adjust your row. Vertical movement will stay inside the equipped item list if you start there, otherwise loop over all of your unequiped items. This better matches the logical separation of these two lists. (Irashtar)
Finger of Death description adds some text to clarify it is a ray spell and accidents occur due to reflections. (Irashtar)
Flails wildly replaced by Completely misses which is a bit less confusing about the origin of the text. (Irashtar)
I normally document every small grammar fix that occurs, but then someone gives me a few pages of corrections. Numerous fixes thanks to R. Dan Henry.
http://www.zincland.com/powder/index.php?pagename=release
Dewit has updated PocketNES, a NES emulator for Gameboy Advance (also compatible to the Nintendo DS).
Release notes:
New alpha version gets Lagrange Point working, and fixes Pinbot, High Speed, and Metal Max (chinese pirate version)! Yay!
http://www.dwedit.org/dwedit_board/viewtopic.php?id=345
Dewit has updated PocketNES once again. It’s considered a buggy alpha, so use it with cautation.
Fixed bugs
* Less crashes when using compressed roms
New Features
* Rewrote the Background Tile update system, so now it delays changes to the nametables until the next frame, so that the graphics synchronized properly. No more disappearing ? blocks in Super Mario Bros. (Punchout and 4-screen mirroring is currently broken)
Optimizations
* Games run much faster in this version
* Replaced some memory filling/copying loops with faster multi-register writing code
* Very heavy optimizations to PPU status reads, almost makes PPU hack unnecessary
* Now stores fixed PRG bank inside Fast Video RAM instead of slow cartridge slot, huge speedups for this reason
What’s broken:
* PPU Hack does nothing right now
* PUNCHOUT is broken
* TQROM and Mapper 74 are broken
* 4 screen mirroring is broken
* Savestates are buggy
* Don’t try to use the cheat finder right now.
Internal changes which only make sense if you’re the developer
* Moved some code out of IWRAM, including the multiplayer link code. (it’s still there, just no longer wasting fast memory)
* Different timeout system
http://www.dwedit.org/dwedit_board/viewtopic.php?id=345
After 2 years of coding inactivity, here is Torlus’ latest release.
CCCP stands for Crystal Clear Clone for Portable (devices). It’s a clone of the puzzle Flash game “Crystal Clear” : http://www.gamesheep.com/game/crystal-clear/
Thanks to Torlus himself for the news.
http://pdroms.de/phpbb/viewtopic.php?f=6&t=418
Chano is working on a rather amazing looking RPG game for Gameboy Advance called “El Tio sin Chorra”.
The release is a pre-pre alpha and exculsivly for http://www.playeradvance.org
Go and check out the wonderful screenshots!
http://www.playeradvance.org/forum/showthread.php?t=19881
POWDER is a roguelike game, which is not a port of an existing roguelike. It is built around replayability and long term ergonomics, not short term learning.
Changes:
Before I go any farther, I have corrected the spelling of recieve in Klaskov’s description. (Rapacity)
“Adventuring can make onE hungry…” (TemporalParadox)
Items will fall down holes and be teleported by teleport traps. (Patch by Richard Quirk)
Transparent spelled properly in Options menu (Michael Brough)
Identify spell takes effect after inventory is cleared so you won’t end up with the new name of the item clipped.
Leaving the inventory by pressing the Inventory Icon will no longer consume a turn.
The classic font has two pixel corrections (Markus Maier)
You now have a choice of five different fonts, four of which have been crafted by Markus Maier. Default is one of his – a shadowed variant of the default font.
You are now prompted to enter the dimensional portal when you step on it, avoiding issues where people didn’t know they needed to climb into it.
Loading a game that was saved with a from-disk tileset when you no longer have a valid from-disk tileset will no longer crash. (Markus Maier)
If you are petrified while possessing a creature, you automatically release possession (with system shock) rather than ending the game. (wings)
Uninitialized memory caused all creatures to be very noisy after a load, allowing you to sense them with H. (Deozaan)
In memory of Nick Sabo’s lost character, there is now an Option to Collapse the dungeon. This destroys all non-quest items on the floor of levels other than your own. Debug Info has been augmented to report your total item usage. This can be used to avoid memory problems on the GBA pending an auto-collapse mode. (Nick Sabo)
50% bonus to food value when eating corpses when you have the Butchery skill (Derek Ray)
“The spear falls into the water” now has a period at the end.
When you pray your current god is reported. (Brendan)
When you load a game or gain a level as a Cultist you will receive the behaviour hint. (Beefhaze)
Description of Soul Suck spell now uses amnesic rather than amnesiac as it is an adjective, not a noun.
A new pointed medium weapon: Rapiers. (Terje Bo)
You can now choose your gender at character creation. (Bridget Farace, Irashtar)
Amnesia inflicted from soul suckers will end a few turns after the soul sucker is killed.
New skill: Disarm.
A bad pointer cast has been removed, hopefully will compile on 64 bit platforms now. (elcugo)
The free spell slots and skill slots of creatures is no longer there hit and magic dice. Instead it is a much lower number. This greatly reduces the effectiveness of polymorphing into an Iron Golem as you won’t have enough skill/spell slots to effectively use the new form.
You can no longer use teleport control to teleport into Belweir’s Library. (Derek Ray)
Created a Wish action which is useful for debugging.
Hitting up at the top of the inventory will bring you to the bottom of the previous column, and vice versa. This lets you iterate over your inventory by only hitting a single button. (Tim Allen)
[Windows]: Updated my SDL that I distribute to SDL 1.2.13 which hopefully fixes problem people have on Vista. (Zeb)
http://www.zincland.com/powder/index.php?pagename=release
Niilon Tarina GBA is a fundemo by a group called iso. It does not cover any fancy effects, it’s just a kind of slideshow.
http://pouet.net/prod.php?which=49391
Who needs Super Bowl XLII when you have what could be the world’s most customizable Tetris clone?
Changes:
Docs: Most of TODO.txt has been converted to a numbered list of bugs (bug 0100).
An off-by-1/65536 error in enter below ceiling was fixed. This means it doesn’t give one extra row of room to slide on at the top of the well (reported by Caithness and Kukuunen).
In case of a block out, draws the offending piece in the well before entering game over animation.
Extra 5-frame cascade delay removed.
With Lockdown set to Step reset, lock delay resets on the first floor kick.
Tengen rotation system tries kicking one space to the left (requested by zaphod77).
Options’ names and values are looked up from fourCCs for future localizability.
Options: Names of speeds in fractions of 1G are computed.
Options skips unpacking options with a value of 255. This allows multiple pref structures to be unpacked on top of each other, and each overrides the ones before it.
Debrief displays options on a second page.
Debrief correctly displays soft drop speed as a fraction (0.41 regression, reported by Lardarse).
Debrief: PC specific parts moved to separate source code file.
Debrief uses a lower-level function to format ISO 8601 date and time so as not to bring in the floating-point library’s space overhead on platforms without an FPU.
Debrief plays a sound when turning the page.
PC: Delay for holding Esc to quit no longer depends on display refresh rate. Instead, it uses the global 60 Hz timer (reported by Sara).
PC: Draws speedometer even when preview is at right, as long as there is room, that is, 3 or fewer next pieces (requested by Cubicz).
PC: Gimmick choice moved to Options to match GBA/DS.
PC: Select scenario before starting game (bug 0041).
PC options uses standardized GBA names (OPTIONS_*) instead of PC names (LJPREFS_*).
PC options Shift sound scale, Side, and Next position moved to skin.
PC options sets initial options using initOptions() from GBA/DS. Incidentally, this restores the initial randomizer to bag (0.41 regression and may make similar regressions less likely.
PC options uses unpackOptions() from GBA/DS.
PC options sound is also routed through the cross-platform sound manager.
PC: lj.ini uses fourCCs as names for easier saving and loading.
PC: Switching between windowed and full screen in Options no longer needs the user to restart the program.
PC: Skin controls window width and height (requested by Bloodstar).
PC: LJVorbis doesn’t crash if polled while the music is stopped. This can happen when cross-platform code plays sound effects during debrief.
PC: Skin sets screen resolution (bug 0017).
PC/DS: Displays a description of some option values in addition to descriptions of options themselves.
GBA/DS: Options disabled on the PC are disabled here.
GBA: Menus are faster now that part of the text engine has been moved to fast RAM.
DS: Plays sound for game over (bug 0064).
DS: Options displayed on touch screen for future touch operation.
DS: Displays debrief after game ends (bug 0031).
Thanks to tepples himself for the news: //phpbb/viewtopic.php?f=6&t=412
http://www.pineight.com/lj/
Mike Hawkins is working on a remake of “Alien Breed” for the Gameboy Advance.
Status:
For anyone who may still be interested, I am currently converting the old Amiga favourite Alien Breed for the GBA. It is being written in 100% assembler as are all my efforts. It is about 80% complete.
Mike has sent the FIRST screenshots of the WIP build to PDroms. Enjoy!
Update 15:12:
Now we even have a video in action: http://youtube.com/watch?v=HwefafiPvW0 – kindly provided by the coder and uploaded by Kojote.
http://forum.gbadev.org/viewtopic.php?t=14945